Notice : This is 5 (FIVE) years ago.
https://community.companyofheroes.com/discussion/124362/whats-the-deal-with-the-usf-population-number-when-you-take-crews-out-of-vehicles
MikeHaggar
Posts: 635
Anyone notice this? I'm not really sure what to make of it.
Like you'll have some vehicles, and your pop is at like 98/100, so you can't call in any more vehicles. Then if you order the vehicle crews to get out of their vehicles, your population will drop to say 80/100. Then you call in the other vehicle. Then you put all your guys back in their vehicles, and your population is now like 120/100.
I guess it's because uncrewed vehicles don't belong to any faction, but crewed vehicles need a higher pop # to account for their superiority, and vehicle crews need a low pop cap because they can lose their vehicles and are crappy units on their own. But it just seems kind of unfair that no other faction can do this, and it isn't a very elegant solution. Seems like they could give uncrewed vehicles a static pop value until they are captured by the enemy or destroyed. It just feels a bit exploit-y.
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Answer:
Tablemat
Posts: 270
Zupadupadude wrote: »
The vehicle's popcap should be tied to the crew. I think it might be possible with SCAR.
Exit vehicle, march high pop crew off to enemy base (sacrifice them), crew vehicle with Rear Echelon. Alternatively, crew exits to repair, vehicle gets blown, you now have a 'Rear Echelon' equivalent squad eating a disproportionate amount of pop.
As TheSoldier mentioned, this only really comes into play in highly dubious scenarios (ie. sitting back building a horde whilst the enemy presumably is afk/slaughtering your undermanned team).
There is no simple fix, because the problem is artificially created (as mentioned above). Also note, that in going over the pop cap with this method, reinforcing standard infantry squads would become a micro intensive and risky chore.
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